What new?
For the resident conspiracy theorist, I added stats about MM tier assignment. It's a report that'll tell you how often a player is assigned to top, mid and bottom tiers. Are you a VICTIM? Find out! ;)

What is it?
WoT-sup is a website that attempts to rate players proficiency (or play strength) in a statistically sound way. Users submit data in the form of battle result files to the site and receive a rating - As a side-effect, all their allies and opponents are also given a rating.

How does the rating work?
The rating system is a modification of the Glicko rating system (that works a bit like ELO), with allowances made for multiplayer teams and different tank abilities. In short, your rating is calculated as a function of your performance over time, with account taken to the proficiency of your own teams and the opponent teams and more importance placed on recent matches.
A win against a stronger team gives a bigger gain, a loss against a weaker team gives a bigger drop. Conversely, a win against a weaker team gives a marginal gain and a loss against a stronger team gives a marginal drop.

What makes that so different from win/loss, efficiency ect. etc.
There are several differences, but the most fundamental one is that the WoT-sup rating is based only on wins.
The calculation method is complicated, true. The big upside is that this is a rating system that can be used in a proficiency based match-making system (skill tiered MM, league play etc.). In a stat-based system, proficiency based matching will make your W/L tend towards 49%, regardless of your skill. In league play, efficiency will tend to be depressed to an average value if you are average in your own league. Also - There is no real way to compare the strength of players across leagues.

How do I try it out?
Simple. Go to http://www.atonet.se...ic/download.php and download the client (data committer) and run it as you play. It will send result files to the WoT-sup server for rating. Ratings are calculated every night.
The client can also work a bit like the XVM plugin, giving you a report on the rating of the players participating in your current battle. Usually, the higher tier you play, the more precise the ratings will be.

More detailed info?
Certainly! This wall of text is long enough as it is. More can be had here.
Feedback happily accepted!

Changelog
2013-02-19: New feature on the server: Report on recent treatment by the MM, tier assignment.
2013-02-18: OpenID login with Wargaming credentials.
2013-02-13: New client version with timed updated on ratings report.
2013-01-02: New win rate stats on the player page.
2012-12-21: New feature in the client: Battle briefing, XVM style.
2012-11-23: Implemented "last met player" on player page - Will show team, time, map and vehicles when the players being compared last met.
2012-11-22: Implemented "recent ratings" on player page - Will show snapshot ratings for the last week.
2012-11-17: Fixed import and rating history graph.
2012-11-15: New import version - New client, eradicated submitter bias and more.

What new?
For the resident conspiracy theorist, I added stats about MM tier assignment. It's a report that'll tell you how often a player is assigned to top, mid and bottom tiers. Are you a VICTIM? Find out! ;)

Can we say that a particular side of a map is always the same team (1 or 2)?I hope google does something intelligible out of it here. :)

Intelligible or not, I'll try to answer! :)

We know that the same starting positions receive the same number in each match. A clear indication that this is in fact true, is that the "Map statistics" page show bias for one starting position over another across thousands of games. If the numbers for the starting positions had been randomly allocated, every map would have a 50/50 win ratio.

We know that the same starting positions receive the same number in each match. A clear indication that this is in fact true, is that the "Map statistics" page show bias for one starting position over another across thousands of games. If the numbers for the starting positions had been randomly allocated, every map would have a 50/50 win ratio.